fix(client): restore retail interaction parity
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Harden keyboard and camera routing, inventory and vendor interactions, chat/emotes, relog portal flow, and paperdoll rendering. Add retail research, connected gate coverage, and release-gate validation.
This commit is contained in:
Erik 2026-08-26 20:45:11 +02:00
parent 0c699240e0
commit f6fe0f2a4f
151 changed files with 10162 additions and 1211 deletions

View file

@ -85,6 +85,28 @@ internal sealed class CameraFrameController : ICameraFramePhase
retail.AdjustPitch(+adjustment * 0.02f);
if (input.Lower)
retail.AdjustPitch(-adjustment * 0.02f);
if (input.RotateLeft)
retail.YawOffset += adjustment * 0.02f;
if (input.RotateRight)
retail.YawOffset -= adjustment * 0.02f;
}
else
{
ChaseCameraAdjustmentInput input = _input.CaptureChaseAdjustment();
float adjustment = CameraDiagnostics.CameraAdjustmentSpeed
* timing.SimulationDeltaSecondsSingle;
if (input.ZoomIn)
legacy.AdjustDistance(-adjustment);
if (input.ZoomOut)
legacy.AdjustDistance(+adjustment);
if (input.Raise)
legacy.AdjustPitch(+adjustment * 0.02f);
if (input.Lower)
legacy.AdjustPitch(-adjustment * 0.02f);
if (input.RotateLeft)
legacy.YawOffset += adjustment * 0.02f;
if (input.RotateRight)
legacy.YawOffset -= adjustment * 0.02f;
}
if (!_localFrame.TryGetPresentationAfterNetwork(out var playerFrame))